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Published: 2010-02-22 01:32:55 +0000 UTC; Views: 3704; Favourites: 14; Downloads: 130
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Description
Finally finished after a ton of texturing and re-texturing and re-re-texturing.Reason why this took so f-ing much is because I had to learn how to create some stuff for him in the process, meaning that I had to check out tutorials on normal , ambient occlusion, displacement maps, etc.
Final texture is made out of a color map, a specular map and a normal map, the colormap having an ambient occlusion map multiplied over it. Map sizes are 2k. Poly count is 13 300 triangles for the final model. The hi-res model was about 13 million.
Maya for modeling, Z-Brush for high poly sculpting, poly painting map baking (x normal was also used for map tweaks) and photoshop for texture tweaks.
NOTE: This was created as a workshop exercise on low poly game models. The concept idea was provided by the very talented George Munteanu aka GeMNT.
p.s. I've seen a character presentation sheet from which I inspired mine but I can't seem to find that person again so I can thank and feature her/him. If you happen to know/be the person who's character presentation sheet I've inspired from, please tell me so I can properly thank you !
Link to a bigger view of an older version of the mesh. Still very close to the end result. [link]
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Comments: 3
DjSneeze [2010-03-01 21:46:42 +0000 UTC]
Thanks guys for the feedback, I know a lot is missing but for now I'm gonna leave him at that. Will start a new project soon though which should be way better !
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Chamber-52 [2010-03-01 01:23:11 +0000 UTC]
I love the mesh. Take a crack at applying some mats instead of textures and I think you'd get better returns on your investment. I look at that mesh and see those eyes glowing a bright red...
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SlightlyChaotic [2010-02-24 17:40:51 +0000 UTC]
It looks good, although it lacks refinement. The model itself is interesting and fairly well-done for a low poly, but the biggest thing that i think needs to be fixed up is the maps. I'm not too sure what you're trying to accomplish with the normals, but I don't think you've hit it quite yet. The UV, in particular the bolts, are uneven and lopsided, and the shoulder cannon is really, really distorted, or at least it LOOKS really, really distorted. I think you were trying to add a second layer of metal around the back and sides of the lower legs using normals. If so, then rework that into the model instead-it'll look better. If that's not what you were trying to do, then I said nothing.
All that said, it does have enormous potential-it's a great concept. It just needs to be reworked a little, in my opinion. It's good, but there is still work to be done before it becomes excellent.
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